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Returning 35 results for 'starts of range days verbal'.
Magic Items
Dungeon Master’s Guide
has an Intelligence of 8 and can speak Common. It also has Blindsight with a range of 60 feet. Once it has been used, it can’t be used again until 7 days have passed.
Figurine of Wondrous
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
Spells
Player’s Handbook
You attempt to bind a Celestial, an Elemental, a Fey, or a Fiend to your service. The creature must be within range for the entire casting of the spell. (Typically, the creature is first summoned
you are on a different plane, it returns to the place where you bound it and remains there until the spell ends.
Using a Higher-Level Spell Slot. The duration increases with a spell slot of level 6 (10 days), 7 (30 days), 8 (180 days), and 9 (366 days).
Spells
Player’s Handbook
For the duration, no sound can be created within or pass through a 20-foot-radius Sphere centered on a point you choose within range. Any creature or object entirely inside the Sphere has Immunity to
Thunder damage, and creatures have the Deafened condition while entirely inside it. Casting a spell that includes a Verbal component is impossible there.
Monsters
Monster Manual
attacks.
Elemental Burst. Melee or Ranged Attack Roll: +15;{"diceNotation":"1d20+15", "rollType":"to hit", "rollAction":"Elemental Burst"}, reach 30 ft. or range 150 ft. Hit: 25 (5d6 + 8) damage of
: Half damage. Failure or Success: The target starts burning.2: Freezing Waves. Strength Saving Throw: DC 23, each creature in a 90-foot Cone. Failure: 22 (5d8);{"diceNotation":"5d8", "rollType":"damage
Magic Items
Dungeon Master’s Guide
words: “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time
, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage.
While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Spells
Player’s Handbook
You suggest a course of activity—described in no more than 25 words—to twelve or fewer creatures you can see within range that can hear and understand you. The suggestion must sound
can continue for the entire duration, but if the suggested activity can be completed in a shorter time, the spell ends for a target upon completing it.
Using a Higher-Level Spell Slot. The duration is longer with a spell slot of level 7 (10 days), 8 (30 days), or 9 (366 days).
Spells
Player’s Handbook
You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
, the duration is 365 days. If you use a level 9 spell slot, the spell lasts until it is ended by one of the spells mentioned above.
Monsters
Monster Manual
Escape"} days. When the hag teleports away, each creature within 60 feet of the space it left is cursed. Until the curse ends, a creature has Disadvantage on ability checks and saving throws, and the
+14", "rollType":"to hit", "rollAction":"Spectral Claw"}, reach 10 ft. or range 60 ft. Hit: 17 (3d6 + 7);{"diceNotation":"3d6+7", "rollType":"damage", "rollAction":"Spectral Claw", "rollDamageType
Spells
Player’s Handbook
You unleash negative energy toward a creature you can see within range. The target makes a Constitution saving throw, taking 7d8 + 30 Necrotic damage on a failed save or half as much damage on a
successful one.
A Humanoid killed by this spell rises at the start of your next turn as a Zombie that follows your verbal orders.
Spells
Player’s Handbook
You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay
. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot. Use the spell
Spells
Player’s Handbook
Until the spell ends, sleet falls in a 40-foot-tall, 20-foot-radius Cylinder centered on a point you choose within range. The area is Heavily Obscured, and exposed flames in the area are doused
.
Ground in the Cylinder is Difficult Terrain. When a creature enters the Cylinder for the first time on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Prone condition and lose Concentration.
Monsters
Monster Manual
Fiendish Restoration. If it dies, the naga returns to life in 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction":"Fiendish Restoration"} days and regains all its Hit Points. Only a Wish spell
Ray"}, range 60 ft. Hit: 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction":"Necrotic Ray", "rollDamageType":"Necrotic"} Necrotic damage.
Spellcasting. The naga casts one of the
Spells
Player’s Handbook
You create a 20-foot-radius Sphere of yellow, nauseating gas centered on a point within range. The cloud is Heavily Obscured. The cloud lingers in the air for the duration or until a strong wind
(such as the one created by Gust of Wind) disperses it.
Each creature that starts its turn in the Sphere must succeed on a Constitution saving throw or have the Poisoned condition until the end of the current turn. While Poisoned in this way, the creature can’t take an action or a Bonus Action.
Magic Items
Dungeon Master’s Guide
roll, the axe deals an extra 20 Slashing damage.
The axe has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it
Moradin. While attuned to the axe, you gain the following benefits:
Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
Fortitude of
Spells
Player’s Handbook
You create a magical zone that guards against deception in a 15-foot-radius Sphere centered on a point within range. Until the spell ends, a creature that enters the spell’s area for the first
time on a turn or starts its turn there makes a Charisma saving throw. On a failed save, a creature can’t speak a deliberate lie while in the radius. You know whether a creature succeeds or
Spells
Player’s Handbook
You hurl a mote of fire at a creature or an object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 Fire damage. A flammable object hit by this spell
starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Spells
Player’s Handbook
Blazing orbs of fire plummet to the ground at four different points you can see within range. Each creature in a 40-foot-radius Sphere centered on each of those points makes a Dexterity saving throw
.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area, and the object starts burning if it’s flammable.
Spells
Player’s Handbook
or more areas of any size within the spell’s area from being affected.
Enrichment. All plants in a half-mile radius centered on a point within range become enriched for 365 days. The plants
This spell channels vitality into plants. The casting time you use determines whether the spell has the Overgrowth or the Enrichment effect below.
Overgrowth. Choose a point within range. All normal
Monsters
Monster Manual
":"Elemental Restoration"} days, reviving with all its Hit Points somewhere on the Plane of Fire.
Magic Resistance. The efreeti has Advantage on saving throws against spells and other magical effects
":"Hurl Flame"}, range 120 ft. Hit: 24 (7d6);{"diceNotation":"7d6", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage.
Spellcasting. The efreeti casts one of the
Monsters
Monster Manual
", "rollAction":"Tail", "rollDamageType":"Slashing"} Slashing damage.
Hurl Flame. Ranged Attack Roll: +5;{"diceNotation":"1d20+5", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 17
(5d6);{"diceNotation":"5d6", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning.Fire, PoisonCold
Monsters
Monster Manual
range 60 ft. Hit: 20 (5d6 + 3);{"diceNotation":"5d6+3", "rollType":"damage", "rollAction":"Abyssal Strike", "rollDamageType":"Poison"} Poison damage.
Hunger of Yeenoghu (Recharge 5–6);{"diceNotation
or until the gnoll’s Concentration ends on it. This area is Difficult Terrain. Dexterity Saving Throw: DC 14, any creature that starts its turn in this area or enters it for the first time on a
Spells
Player’s Handbook
You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If
turn. Webs layered over a flat surface have a depth of 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the
Spells
Player’s Handbook
spell, the hound starts barking loudly. The hound has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must
You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one
Monsters
Monster Manual
Stench. Constitution Saving Throw: DC 13, any creature that starts its turn in a 5-foot Emanation originating from the ghast. Failure: The target has the Poisoned condition until the start of its
+7", "rollType":"to hit", "rollAction":"Horrific Necrosis"}, reach 5 ft. or range 120 ft. Hit: 15 (2d10 + 4);{"diceNotation":"2d10+4", "rollType":"damage", "rollAction":"Horrific Necrosis
Spells
Player’s Handbook
A Large spectral guardian appears and hovers for the duration in an unoccupied space that you can see within range. The guardian occupies that space and is invulnerable, and it appears in a form
appropriate for your deity or pantheon.
Any enemy that moves to a space within 10 feet of the guardian for the first time on a turn or starts its turn there makes a Dexterity saving throw, taking 20
Monsters
Monster Manual
":"Searing Fork", "rollDamageType":"Fire"} Fire damage.
Hurl Flame. Ranged Attack Roll: +8;{"diceNotation":"1d20+8", "rollType":"to hit", "rollAction":"Hurl Flame"}, range 150 ft. Hit: 26 (5d8 + 4
);{"diceNotation":"5d8+4", "rollType":"damage", "rollAction":"Hurl Flame", "rollDamageType":"Fire"} Fire damage. If the target is a flammable object that isn’t being worn or carried, it starts burning
Monsters
Monster Manual
range 30/90 ft. Hit: 16 (2d8 + 7);{"diceNotation":"2d8+7", "rollType":"damage", "rollAction":"Flame Trident", "rollDamageType":"Piercing"} Piercing damage plus 14 (4d6);{"diceNotation":"4d6", "rollType
salamander can see within 120 feet. Failure: 35 (10d6);{"diceNotation":"10d6", "rollType":"damage", "rollAction":"Inferno Blast", "rollDamageType":"Fire"} Fire damage, and the target starts burning, taking 5
Spells
Player’s Handbook
You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.
On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or
take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.
On a successful save, the target takes half as much damage only.
Spells
Player’s Handbook
You open a gateway to the Far Realm, a region infested with unspeakable horrors. A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for the duration. The Sphere
within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a Dexterity saving throw or take 2d6 Acid
Magic Items
Dungeon Master’s Guide
.
21–30
An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and
determined potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81–90
A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg
Monsters
Monster Manual
outside the Elemental Plane of Earth, its body dissolves into dirt, and it gains a new body in 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Elemental Restoration"} days, reviving with all
;{"diceNotation":"1d20+10", "rollType":"to hit", "rollAction":"Earth Burst"}, range 120 ft. Hit: 15 (2d8 + 6);{"diceNotation":"2d8+6", "rollType":"damage", "rollAction":"Earth Burst", "rollDamageType
Monsters
Monster Manual
", "rollType":"roll", "rollAction":"Spirit Jar"} days if it has a spirit jar, reviving with all its Hit Points. The new body appears in an unoccupied space within the lich’s lair.Multiattack. The lich
Burst"}, reach 5 ft. or range 120 ft. Hit: 31 (4d12 + 5);{"diceNotation":"4d12+5", "rollType":"damage", "rollAction":"Eldritch Burst", "rollDamageType":"Force"} Force damage.
Paralyzing Touch. Melee
Spells
Player’s Handbook
You unleash a storm of flashing light and raging thunder in a 10-foot-radius, 40-foot-high Cylinder centered on a point you can see within range. While in this area, creatures have the Blinded and
Deafened conditions, and they can’t cast spells with a Verbal component.
When the storm appears, each creature in it makes a Constitution saving throw, taking 2d10 Radiant damage and 2d10 Thunder
Spells
Player’s Handbook
You attempt to reshape another creature’s memories. One creature that you can see within range makes a Wisdom saving throw. If you are fighting the creature, it has Advantage on the save. On a
Spell Slot. You can alter the target’s memories of an event that took place up to 7 days ago (level 6 spell slot), 30 days ago (level 7 spell slot), 365 days ago (level 8 spell slot), or any time in the creature’s past (level 9 spell slot).
Spells
Player’s Handbook
You call forth an Undead spirit. It manifests in an unoccupied space that you can see within range and uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form
when the spell ends.
The creature is an ally to you and your allies. In combat, the creature shares your Initiative count, but it takes its turn immediately after yours. It obeys your verbal commands